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In this essay I tackle the problem of solving every Sudoku puzzle. It turns out to be quite easy (about one page of code for the
main idea and two pages for embellishments) using two ideas: constraint propagation and search.
A puzzle is solved if the squares in each unit are filled with a permutation of the digits 1 to 9.
That is, no digit can appear twice in a unit, and every digit must appear once. This implies that each square must have a
different value from any of its peers. Here are the names of the squares, a typical puzzle, and the solution to the puzzle:
A1 A2 A3| A4 A5 A6| A7 A8 A9 4 . . |. . . |8 . 5 4 1 7 |3 6 9 |8 2 5
B1 B2 B3| B4 B5 B6| B7 B8 B9 . 3 . |. . . |. . . 6 3 2 |1 5 8 |9 4 7
C1 C2 C3| C4 C5 C6| C7 C8 C9 . . . |7 . . |. . . 9 5 8 |7 2 4 |3 1 6
---------+---------+--------- ------+------+------ ------+------+------
D1 D2 D3| D4 D5 D6| D7 D8 D9 . 2 . |. . . |. 6 . 8 2 5 |4 3 7 |1 6 9
E1 E2 E3| E4 E5 E6| E7 E8 E9 . . . |. 8 . |4 . . 7 9 1 |5 8 6 |4 3 2
F1 F2 F3| F4 F5 F6| F7 F8 F9 . . . |. 1 . |. . . 3 4 6 |9 1 2 |7 5 8
---------+---------+--------- ------+------+------ ------+------+------
G1 G2 G3| G4 G5 G6| G7 G8 G9 . . . |6 . 3 |. 7 . 2 8 9 |6 4 3 |5 7 1
H1 H2 H3| H4 H5 H6| H7 H8 H9 5 . . |2 . . |. . . 5 7 3 |2 9 1 |6 8 4
I1 I2 I3| I4 I5 I6| I7 I8 I9 1 . 4 |. . . |. . . 1 6 4 |8 7 5 |2 9 3
Every square has exactly 3 units and 20 peers. For example, here are the units and peers for the square C2:
A2 | | | | A1 A2 A3| |
B2 | | | | B1 B2 B3| |
C2 | | C1 C2 C3| C4 C5 C6| C7 C8 C9 C1 C2 C3| |
---------+---------+--------- ---------+---------+--------- ---------+---------+---------
D2 | | | | | |
E2 | | | | | |
F2 | | | | | |
---------+---------+--------- ---------+---------+--------- ---------+---------+---------
G2 | | | | | |
H2 | | | | | |
I2 | | | | | |
We can implement the notions of units, peers, and squares in the programming language Python (2.5 or later) as follows:
digits =
'123456789'
rows =
'ABCDEFGHI'
cols =
digits
squares =
cross(rows, cols)
unitlist =
([cross(rows, c) for c in cols] +
[cross(r, cols) for r in rows] +
[cross(rs, cs) for rs in ('ABC','DEF','GHI') for cs in ('123','456','789')])
units = dict((s, [u for u in unitlist if s in u])
for s in squares)
peers = dict((s, set(sum(units[s],[]))-set([s]))
for s in squares)
If you are not familiar with some of the features of Python, note that a dict or dictionary is Python's name for a hash table that
maps each key to a value; that these are specified as a sequence of (key, value) tuples; that dict((s, [...]) for s in squares)
creates a dictionary which maps each square s to a value that is the list [...]; and that the expression [u for u in unitlist if
s in u] means that this value is the list of units u such that the square s is a member of u. So read this assignment statement as
"units is a dictionary where each square maps to the list of units that contain the square". Similarly, read the next assignment
statement as "peers is a dictionary where each square s maps to the set of squares formed by the union of the squares in the
units of s, but not s itself".
def test():
"A set of unit tests."
assert len(squares) == 81
assert len(unitlist) == 27
assert all(len(units[s]) == 3 for s in squares)
assert all(len(peers[s]) == 20 for s in squares)
assert units['C2'] == [['A2', 'B2', 'C2', 'D2', 'E2', 'F2', 'G2', 'H2', 'I2'],
['C1', 'C2', 'C3', 'C4', 'C5', 'C6', 'C7', 'C8', 'C9'],
['A1', 'A2', 'A3', 'B1', 'B2', 'B3', 'C1', 'C2', 'C3']]
assert peers['C2'] == set(['A2', 'B2', 'D2', 'E2', 'F2', 'G2', 'H2', 'I2',
'C1', 'C3', 'C4', 'C5', 'C6', 'C7', 'C8', 'C9',
'A1', 'A3', 'B1', 'B3'])
print 'All tests pass.'
Now that we have squares, units, and peers, the next step is to define the Sudoku playing grid. Actually we need two
representations: First, a textual format used to specify the initial state of a puzzle; we will reserve the name grid for this.
Second, an internal representation of any state of a puzzle, partially solved or complete; this we will call a values collection
because it will give all the remaining possible values for each square. For the textual format (grid) we'll allow a string of
characters with 1-9 indicating a digit, and a 0 or period specifying an empty square. All other characters are ignored (including
spaces, newlines, dashes, and bars). So each of the following three grid strings represent the same puzzle:
"4.....8.5.3..........7......2.....6.....8.4......1.......6.3.7.5..2.....1.4......"
"""
400000805
030000000
000700000
020000060
000080400
000010000
000603070
500200000
104000000"""
"""
4 . . |. . . |8 . 5
. 3 . |. . . |. . .
. . . |7 . . |. . .
------+------+------
. 2 . |. . . |. 6 .
. . . |. 8 . |4 . .
. . . |. 1 . |. . .
------+------+------
. . . |6 . 3 |. 7 .
5 . . |2 . . |. . .
1 . 4 |. . . |. . .
"""
Now for values. One might think that a 9 x 9 array would be the obvious data structure. But squares have names like 'A1', not
(0,0). Therefore, values will be a dict with squares as keys. The value of each key will be the possible digits for that square: a
single digit if it was given as part of the puzzle definition or if we have figured out what it must be, and a collection of several
digits if we are still uncertain. This collection of digits could be represented by a Python set or list, but I chose instead to use a
string of digits (we'll see why later). So a grid where A1 is 7 and C7 is empty would be represented as {'A1': '7', 'C7':
'123456789', ...}.
def parse_grid(grid):
"""Convert grid to a dict of possible values, {square: digits}, or
return False if a contradiction is detected."""
## To start, every square can be any digit; then assign values from the grid.
values = dict((s, digits) for s in squares)
for s,d in grid_values(grid).items():
if d in digits and not assign(values, s, d):
return False ## (Fail if we can't assign d to square s.)
return values
def grid_values(grid):
"Convert grid into a dict of {square: char} with '0' or '.' for empties."
chars = [c for c in grid if c in digits or c in '0.']
assert len(chars) == 81
return dict(zip(squares, chars))
Constraint Propagation
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The function parse_grid calls assign(values, s, d). We could implement this as values[s] = d, but we can do more than just
that. Those with experience solving Sudoku puzzles know that there are two important strategies that we can use to make
progress towards filling in all the squares:
(1) If a square has only one possible value, then eliminate that value from the square's peers.
(2) If a unit has only one possible place for a value, then put the value there.
As an example of strategy (1) if we assign 7 to A1, yielding {'A1': '7', 'A2':'123456789', ...}, we see that A1 has only one
value, and thus the 7 can be removed from its peer A2 (and all other peers), giving us {'A1': '7', 'A2': '12345689', ...}. As
an example of strategy (2), if it turns out that none of A3 through A9 has a 3 as a possible value, then the 3 must belong in A2,
and we can update to {'A1': '7', 'A2':'3', ...}. These updates to A2 may in turn cause further updates to its peers, and the
peers of those peers, and so on. This process is called constraint propagation.
The function assign(values, s, d) will return the updated values (including the updates from constraint propagation), but if
there is a contradiction--if the assignment cannot be made consistently--then assign returns False. For example, if a grid starts
with the digits '77...' then when we try to assign the 7 to A2, assign would notice that 7 is not a possibility for A2, because it
was eliminated by the peer, A1.
It turns out that the fundamental operation is not assigning a value, but rather eliminating one of the possible values for a
square, which we implement with eliminate(values, s, d). Once we have eliminate, then assign(values, s, d) can be
defined as "eliminate all the values from s except d".
def display(values):
"Display these values as a 2-D grid."
width = 1+max(len(values[s]) for s in squares)
line = '+'.join(['-'*(width*3)]*3)
for r in rows:
print ''.join(values[r+c].center(width)+('|' if c in '36' else '')
for c in cols)
if r in 'CF': print line
print
Now we're ready to go. I picked the first example from a list of easy puzzles from the fine Project Euler Sudoku problem and
tried it:
>>> display(parse_grid(grid1))
4 8 3 |9 2 1 |6 5 7
9 6 7 |3 4 5 |8 2 1
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2 5 1 |8 7 6 |4 9 3
------+------+------
5 4 8 |1 3 2 |9 7 6
7 2 9 |5 6 4 |1 3 8
1 3 6 |7 9 8 |2 4 5
------+------+------
3 7 2 |6 8 9 |5 1 4
8 1 4 |2 5 3 |7 6 9
6 9 5 |4 1 7 |3 8 2
In this case, the puzzle was completely solved by rote application of strategies (1) and (2)! Unfortunately, that will not always
be the case. Here is the first example from a list of hard puzzles:
>>> display(parse_grid(grid2))
4 1679 12679 | 139 2369 269 | 8 1239 5
26789 3 1256789 | 14589 24569 245689 | 12679 1249 124679
2689 15689 125689 | 7 234569 245689 | 12369 12349 123469
------------------------+------------------------+------------------------
3789 2 15789 | 3459 34579 4579 | 13579 6 13789
3679 15679 15679 | 359 8 25679 | 4 12359 12379
36789 4 56789 | 359 1 25679 | 23579 23589 23789
------------------------+------------------------+------------------------
289 89 289 | 6 459 3 | 1259 7 12489
5 6789 3 | 2 479 1 | 69 489 4689
1 6789 4 | 589 579 5789 | 23569 23589 23689
In this case, we are still a long way from solving the puzzle--61 squares remain uncertain. What next? We could try to code
more sophisticated strategies. For example, the naked twins strategy looks for two squares in the same unit that both have the
same two possible digits. Given {'A5': '26', 'A6':'26', ...}, we can conclude that 2 and 6 must be in A5 and A6 (although
we don't know which is where), and we can therefore eliminate 2 and 6 from every other square in the A row unit. We could
code that strategy in a few lines by adding an elif len(values[s]) == 2 test to eliminate.
Coding up strategies like this is a possible route, but would require hundreds of lines of code (there are dozens of these
strategies), and we'd never be sure if we could solve every puzzle.
Search
The other route is to search for a solution: to systematically try all possibilities until we hit one that works. The code for this is
less than a dozen lines, but we run another risk: that it might take forever to run. Consider that in the grid2 above, A2 has 4
possibilities (1679) and A3 has 5 possibilities (12679); together that's 20, and if we keep multiplying, we get 4.62838344192
1038 possibilities for the whole puzzle. How can we cope with that? There are two choices.
First, we could try a brute force approach. Suppose we have a very efficient program that takes only one instruction to evaluate
a position, and that we have access to the next-generation computing technology, let's say a 10GHz processor with 1024 cores,
and let's say we could afford a million of them, and while we're shopping, let's say we also pick up a time machine and go back
13 billion years to the origin of the universe and start our program running. We can then compute that we'd be almost 1% done
with this one puzzle by now.
The second choice is to somehow process much more than one possibility per machine instruction. That seems impossible, but
fortunately it is exactly what constraint propagation does for us. We don't have to try all 4 1038 possibilities because as soon
as we try one we immediately eliminate many other possibilities. For example, square H7 of this puzzle has two possibilities, 6
and 9. We can try 9 and quickly see that there is a contradiction. That means we've eliminated not just one possibility, but fully
half of the 4 1038 choices.
In fact, it turns out that to solve this particular puzzle we need to look at only 25 possibilities and we only have to explicitly
search through 9 of the 61 unfilled squares; constraint propagation does the rest. For the list of 95 hard puzzles, on average we
need to consider 64 possibilities per puzzle, and in no case do we have to search more than 16 squares.
What is the search algorithm? Simple: first make sure we haven't already found a solution or a contradiction, and if not, choose
one unfilled square and consider all its possible values. One at a time, try assigning the square each value, and searching from
the resulting position. In other words, we search for a value d such that we can successfully search for a solution from the result
of assigning square s to d. If the search leads to an failed position, go back and consider another value of d. This is a recursive
search, and we call it a depth-first search because we (recursively) consider all possibilities under values[s] = d before we
consider a different value for s.
To avoid bookkeeping complications, we create a new copy of values for each recursive call to search. This way each branch of
the search tree is independent, and doesn't confuse another branch. (This is why I chose to implement the set of possible values
for a square as a string: I can copy values with values.copy() which is simple and efficient. If I implemented a possibility as a
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Python set or list I would need to use copy.deepcopy(values), which is less efficient.) The alternative is to keep track of each
change to values and undo the change when we hit a dead end. This is known as backtracking search. It makes sense when
each step in the search is a single change to a large data structure, but is complicated when each assignment can lead to many
other changes via constraint propagation.
There are two choices we have to make in implementing the search: variable ordering (which square do we try first?) and value
ordering (which digit do we try first for the square?). For variable ordering, we will use a common heuristic called minimum
remaining values, which means that we choose the (or one of the) square with the minimum number of possible values. Why?
Consider grid2 above. Suppose we chose B3 first. It has 7 possibilities (1256789), so we'd expect to guess wrong with
probability 6/7. If instead we chose G2, which only has 2 possibilities (89), we'd expect to be wrong with probability only 1/2.
Thus we choose the square with the fewest possibilities and the best chance of guessing right. For value ordering we won't do
anything special; we'll consider the digits in numeric order.
Now we're ready to define the solve function in terms of the search function:
def search(values):
"Using depth-first search and propagation, try all possible values."
if values is False:
return False ## Failed earlier
if all(len(values[s]) == 1 for s in squares):
return values ## Solved!
## Chose the unfilled square s with the fewest possibilities
n,s = min((len(values[s]), s) for s in squares if len(values[s]) > 1)
return some(search(assign(values.copy(), s, d))
for d in values[s])
def some(seq):
"Return some element of seq that is true."
for e in seq:
if e: return e
return False
That's it! We're done; it only took one page of code, and we can now solve any Sudoku puzzle.
Results
You can view the complete program. Below is the output from running the program at the command line; it solves the two files
of 50 easy and 95 hard puzzles (see also the 95 solutions), eleven puzzles I found under a search for [hardest sudoku], and a
selection of random puzzles:
% python sudo.py
All tests pass.
Solved 50 of 50 easy puzzles (avg 0.01 secs (86 Hz), max 0.03 secs).
Solved 95 of 95 hard puzzles (avg 0.04 secs (24 Hz), max 0.18 secs).
Solved 11 of 11 hardest puzzles (avg 0.01 secs (71 Hz), max 0.02 secs).
Solved 99 of 99 random puzzles (avg 0.01 secs (85 Hz), max 0.02 secs).
Analysis
Each of the puzzles above was solved in less than a fifth of a second. What about really hard puzzles? Finnish mathematician
Arto Inkala described his 2006 puzzle as "the most difficult sudoku-puzzle known so far" and his 2010 puzzle as "the most
difficult puzzle I've ever created." My program solves them in 0.01 seconds each (solve_all will be defined below):
8 5 9 |6 1 2 |4 3 7
7 2 3 |8 5 4 |1 6 9
1 6 4 |3 7 9 |5 2 8
------+------+------
9 8 6 |1 4 7 |3 5 2
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3 7 5 |2 6 8 |9 1 4
2 4 1 |5 9 3 |7 8 6
------+------+------
4 3 2 |9 8 1 |6 7 5
6 1 7 |4 2 5 |8 9 3
5 9 8 |7 3 6 |2 4 1
(0.01 seconds)
. . 5 |3 . . |. . .
8 . . |. . . |. 2 .
. 7 . |. 1 . |5 . .
------+------+------
4 . . |. . 5 |3 . .
. 1 . |. 7 . |. . 6
. . 3 |2 . . |. 8 .
------+------+------
. 6 . |5 . . |. . 9
. . 4 |. . . |. 3 .
. . . |. . 9 |7 . .
1 4 5 |3 2 7 |6 9 8
8 3 9 |6 5 4 |1 2 7
6 7 2 |9 1 8 |5 4 3
------+------+------
4 9 6 |1 8 5 |3 7 2
2 1 8 |4 7 3 |9 5 6
7 5 3 |2 9 6 |4 8 1
------+------+------
3 6 7 |5 4 2 |8 1 9
9 8 4 |7 6 1 |2 3 5
5 2 1 |8 3 9 |7 6 4
(0.01 seconds)
Solved 2 of 2 Inkala puzzles (avg 0.01 secs (99 Hz), max 0.01 secs).
I guess if I want a really hard puzzle I'll have to make it myself. I don't know how to make hard puzzles, so I generated a
million random puzzles. My algorithm for making a random puzzle is simple: first, randomly shuffle the order of the squares.
One by one, fill in each square with a random digit, respecting the possible digit choices. If a contradiction is reached, start
over. If we fill at least 17 squares with at least 8 different digits then we are done. (Note: with less than 17 squares filled in or
less than 8 different digits it is known that there will be duplicate solutions. Thanks to Olivier Grgoire for the fine suggestion
about 8 different digits.) Even with these checks, my random puzzles are not guaranteed to have one unique solution. Many
have multiple solutions, and a few (about 0.2%) have no solution. Puzzles that appear in books and newspapers always have
one unique solution.
The average time to solve a random puzzle is 0.01 seconds, and more than 99.95% took less than 0.1 seconds, but a few took
much longer:
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Here are the times in seconds for the 139 out of a million puzzles that took more than a second, sorted, on linear and log scales:
It is hard to draw conclusions from this. Is the uptick in the last few values significant? If I generated 10 million puzzles, would
one take 1000 seconds? Here's the hardest (for my program) of the million random puzzles:
4 3 8 |7 9 6 |2 1 5
6 5 9 |1 3 2 |4 7 8
2 7 1 |4 5 8 |6 9 3
------+------+------
8 4 5 |2 1 9 |3 6 7
7 1 3 |5 6 4 |8 2 9
9 2 6 |8 7 3 |1 5 4
------+------+------
1 9 4 |3 2 5 |7 8 6
3 6 2 |9 8 7 |5 4 1
5 8 7 |6 4 1 |9 3 2
(188.79 seconds)
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Unfortunately, this is not a true Sudoku puzzle because it has multiple solutions. (It was generated before I incorporated Olivier
Grgoire's suggestion about checking for 8 digits, so note that any solution to this puzzle leads to another solution where the 1s
and 7s are swapped.) But is this an intrinsicly hard puzzle? Or is the difficulty an artifact of the particular variable- and value-
ordering scheme used by my search routine? To test I randomized the value ordering (I changed for d in values[s] in the last
line of search to be for d in shuffled(values[s]) and implemented shuffled using random.shuffle). The results were starkly
bimodal: in 27 out of 30 trials the puzzle took less than 0.02 seconds, while each of the other 3 trials took just about 190
seconds (about 10,000 times longer). There are multiple solutions to this puzzle, and the randomized search found 13 different
solutions. My guess is that somewhere early in the search there is a sequence of squares (probably two) such that if we choose
the exact wrong combination of values to fill the squares, it takes about 190 seconds to discover that there is a contradiction.
But if we make any other choice, we very quickly either find a solution or find a contradiction and move on to another choice.
So the speed of the algorithm is determined by whether it can avoid the deadly combination of value choices.
Randomization works most of the time (27 out of 30), but perhaps we could do even better by considering a better value
ordering (one popular heuristic is least-constraining value, which chooses first the value that imposes the fewest constraints on
peers), or by trying a smarter variable ordering.
More experimentation would be needed before I could give a good characterization of the hard puzzles. I decided to experiment
on another million random puzzles, this time keeping statistics on the mean, 50th (median), 90th and 99th percentiles,
maximum and standard deviation of run times. The results were similar, except this time I got two puzzles that took over 100
seconds, and one took quite a bit longer: 1439 seconds. It turns out this puzzle is one of the 0.2% that has no solution, so maybe
it doesn't count. But the main message is that the mean and median stay about the same even as we sample more, but the
maximum keeps going up--dramatically. The standard deviation edges up too, but mostly because of the very few very long
times that are way out beyond the 99th percentile. This is a heavy-tailed distribution, not a normal one.
For comparison, the tables below give the statistics for puzzle-solving run times on the left, and for samples from a normal
(Gaussian) distribution with mean 0.014 and standard deviation 1.4794 on the right. Note that with a million samples, the max
of the Gaussian is 5 standard deviations above the mean (roughly what you'd expect from a Gaussian), while the maximum
puzzle run time is 1000 standard deviations above the mean.
. . . |. . 5 |. 8 .
. . . |6 . 1 |. 4 3
. . . |. . . |. . .
------+------+------
. 1 . |5 . . |. . .
. . . |1 . 6 |. . .
3 . . |. . . |. . 5
------+------+------
5 3 . |. . . |. 6 1
. . . |. . . |. . 4
. . . |. . . |. . .
Here is the code that defines solve_all and uses it to verify puzzles from a file as well as random puzzles:
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if values: display(values)
print '(%.2f seconds)\n' % t
return (t, solved(values))
times, results = zip(*[time_solve(grid) for grid in grids])
N = len(grids)
if N > 1:
print "Solved %d of %d %s puzzles (avg %.2f secs (%d Hz), max %.2f secs)." % (
sum(results), N, name, sum(times)/N, N/sum(times), max(times))
def solved(values):
"A puzzle is solved if each unit is a permutation of the digits 1 to 9."
def unitsolved(unit): return set(values[s] for s in unit) == set(digits)
return values is not False and all(unitsolved(unit) for unit in unitlist)
def random_puzzle(N=17):
"""Make a random puzzle with N or more assignments. Restart on contradictions.
Note the resulting puzzle is not guaranteed to be solvable, but empirically
about 99.8% of them are solvable. Some have multiple solutions."""
values = dict((s, digits) for s in squares)
for s in shuffled(squares):
if not assign(values, s, random.choice(values[s])):
break
ds = [values[s] for s in squares if len(values[s]) == 1]
if len(ds) >= N and len(set(ds)) >= 8:
return ''.join(values[s] if len(values[s])==1 else '.' for s in squares)
return random_puzzle(N) ## Give up and make a new puzzle
def shuffled(seq):
"Return a randomly shuffled copy of the input sequence."
seq = list(seq)
random.shuffle(seq)
return seq
grid1 = '003020600900305001001806400008102900700000008006708200002609500800203009005010300'
grid2 = '4.....8.5.3..........7......2.....6.....8.4......1.......6.3.7.5..2.....1.4......'
hard1 = '.....6....59.....82....8....45........3........6..3.54...325..6..................'
if __name__ == '__main__':
test()
solve_all(from_file("easy50.txt", '========'), "easy", None)
solve_all(from_file("top95.txt"), "hard", None)
solve_all(from_file("hardest.txt"), "hardest", None)
solve_all([random_puzzle() for _ in range(99)], "random", 100.0)
Why?
Why did I do this? As computer security expert Ben Laurie has stated, Sudoku is "a denial of service attack on human intellect".
Several people I know (including my wife) were infected by the virus, and I thought maybe this would demonstrate that they
didn't need to spend any more time on Sudoku. It didn't work for my friends (although my wife has since independently kicked
the habit without my help), but at least one stranger wrote and said this page worked for him, so I've made the world more
productive. And perhaps along the way I've taught something about Python, constraint propagation, and search.
Translations
This code has been reimplemented by several people in several languages:
You can see a Korean translation of this article by JongMan Koo, or use the translation widget below:
http://norvig.com/sudoku.html 9/18
8/10/2017 Solving Every Sudoku Puzzle
Peter Norvig
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When doing my own sudoku solver, I used a similar approach but with a twist in the constraint propagation. I had
constraints not just on cell contents like in yours, but also in values that MAY or MUST be seen within blocks of 3
consecutive cells (horizontally or vertically). I found that this allowed my algorithm to make quick progress in
cases where the search method would not - for example, I can find out that your 1439 seconds puzzle has no
solution without having to invoke search even once.
Peter Norvig teases me. As though if you give him an hour, he can take any issue and make a giant step. Wow! I
memorized the first version of your sudoku.py to learn Python idioms. I spent a couple of months with that code
and it led me to functional programming, lisp and so many beautiful things. Proof that if you go deep, you
encompass wide. Thank you.
Ravi
15 Reply Share
This last weekend I solved this puzzle on Project Euler, after which I read a comment in the forum that led me
here.
I had used the same constraint propagation strategies (1) and (2), and did the search in a similar way starting with
squares that have the fewest options. However, with the same reasoning for choosing the squares with fewest
possibilities, I was ordering the options themselves based on their frequency in the whole grid. I had bookkeeping
code, that kept the frequencies. I tested it on the **hard1** puzzle from above, and it ran in less than 0.06 seconds.
:)
5 Reply Share
Step (1) and (2) work already... starting on the search part
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Ed 3 years ago
I am a novice python programmer that happened to stumble on this page by trying to solve the Euler sudoku
puzzle. I have to say I have learned so much from the beauty and simplicity of your code. My code for equivalent
tasks is so bloated!!! Going through your code and trying to rewrite parts of my own algorithm has really been a
great lesson in python for me. Thanks so much.
I am wondering... will I ever be able to write such concise code? Its a little discouraging to think about it, actually.
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>>> qs='...8.1..........435............7.8........1...2..3....6......75..34........2..68.'
>>> solve_all([qs])
>>> display(parse_grid(qs))
2 3 7 |8 4 1 |5 6 9
1 8 6 |7 9 5 |2 4 3
5 9 4 |3 2 6 |7 1 8
------+------+------
3 1 5 |6 7 4 |8 9 2
4 6 9 |5 8 2 |1 3 7
7 2 8 |1 3 9 |4 5 6
------+------+------
6 4 2 |9 1 8 |3 7 5
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6 4 2 |9 1 8 |3 7 5
8 5 3 |4 6 7 |9 2 1
9 7 1 |2 5 3 |6 8 4
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I'm an amateur programmer reading around the web looking for ideas to improve on my sudoku solving algorithm
or grids that would help expose its bugs, when I came across your page. It is very interesting and your program was
so nicely written. Mine was about 1000 lines!
I understand the last grid was impossible, but it probably shouldn't have taken 1400 seconds to figure out it was
actually an unsolvable grid. In fact, right off the bat, it becomes apparent that, an instance of number 1 , 5 , and 6
must be placed in either H5 or I5 (under your indexing method) locations, i.e. we have to fit 3 numbers in 2 spots,
which immediately makes it an invalid grid.
It took my program 4 iterations to reach that conclusion, which took about 5 seconds. It was probably because of
my old slow computer or something was wrong with my implementation in Python, because in my original Matlab
code anything under 30 iterations took a fraction of a second.
Ning
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My rationale is as follow:
1) Having a list of trips, calculate the incompatible set for each one (the same structure as the one used here to
explicit that no number can be in the same row,column or region)
2) from the above dictionary calculate the chromatic number CN (will be the maximum set length of any given
dictionary entry)
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dictionary entry)
3) initialize the peers dictionary corresponding set to be empty for each trip (at this stage trips are not allocated)
4) create CN number of duties (trips will be allocated to duties)
5) add the duties to the incompatible dictionary (mentioned in 1) with empty set
6) allocate the CN th trips (ordered by maximum set length) to the duties (one in each)
5) update the peers,incompatible and possible values dictionaries for the allocated trips and propagate to the peers
If my rationale is correct then we would have limited significantly the search space. My idea is to then apply a
genetic algorithm, but with special rules for mutation and breading, for example:
- encoding only the non allocated values
- allowing mutation to pick from the available values for a trip
- etc...
Thanks in advance for your help and most of all for the inspiration.
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to:
Solved 50 of 50 easy puzzles (avg 0.01 secs (174 Hz), max 0.01 secs).
Solved 95 of 95 hard puzzles (avg 0.01 secs (176 Hz), max 0.01 secs).
Solved 11 of 11 hardest puzzles (avg 0.01 secs (150 Hz), max 0.01 secs).
Solved 98 of 99 random puzzles (avg 0.01 secs (89 Hz), max 0.02 secs).
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def some(seq):
"Return some element of seq that is true."
return next((e for e in seq if e), False)
To ensure that a puzzle has exactly one solution, I replaced `some()` by `unique()`:
def unique(seq):
"Return the unique element of seq that is true."
g = (e for e in seq if e)
first = next(g, False)
second = next(g, False)
return first if first and not second else False
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Based on the above, with regard to the statement: "...call it a depth-first search because we (recursively) consider
all possibilities under values[s] = d before we consider a different value for s", shouldn't it instead state "...call it a
depth-first search because we (recursively) consider all possibilities under values[s] = d before we consider a
different value for s, however if when considering the possible values we find one that would result in a successful
outcome if used, then we stop considering the result of any remaining possibilities under values[s] = d, and we no
longer need to consider any more values for s"?
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In a naive test I simply ran the problem in parallel - not sub-dividing the work, but simply running the full problem
in a "race to finish" from different "entry points" - and found that this made a dramatic improvement:
- A small suite of 20 'hard' valid problems decreased 40ms -> 20ms
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- A small suite of 20 'hard' valid problems decreased 40ms -> 20ms
- Your hardest invalid problem (the 1439s one) decreased from 6 s -> 8 ms !
By 'entry point' I just mean that whenever I search for the square with the least candidates remaining, I start from
a different index. By iterating all 81 of them, I found in the hard-problem that there was a range of 17 indexes
where it would run this quickly (~8ms), and for many other entry points it would run in ~200-600ms. (In some
layman speculation, I imagine that the hard-problem takes a long time because it requires recursing & back-
tracking over a long distance, but when 'guesses' are made by fixing squares within this range, it breaks down the
longest possible recursion ... but that's just a hypothesis at this stage.)
In fact I wonder to what extent this may have solved the heavy tail problem - how much the worst case is reduced
or if it has just been pushed further out. Unfortunately I think that if it does work it would only be because Sudoku
has a fixed-size, so it may not scale to other problems (like those I encounter in my day job) but I think it's an
interesting observation nonetheless.
see more
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A suduko puzzle just happens to use the digits 1-9. It could have used A-I, or really any nine different symbols.
In a completely filled out suduko puzzle, you could swap Column 1 with Column 2, and it does not "break". In fact
Column 1,2 and 3 could be swapped in any order and not break the puzzle. Also each Column of 3 "units" could be
swapped with any of the two other Columns of 3 "units" with out breaking. Everything I said above also
corresponds with Rows. You can do this multiple times, it will not break.
If the above Hypothesis is true, you could manipulate any given puzzle to identify which one of the few
permutations this puzzle is and then "fill in the blanks" according to the pattern to solve it.
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it was spending too much time looking at incorrect possibilities whose error was found fairly deep in the search
tree.
So I made an idiot's program by picking entries at random, and just starting over when I found an inconsistency,
using no search or backtracking.
When I added constraint propagation by recursively eliminating naked and hidden singles, I was astonished to find
that the time to solve any puzzle was a few milliseconds or less. A little study showed that the constraint clean-up
was
eliminating over 90% of the moves, and I only had to find three to five correct ones in a row to solve the puzzle.
Since there were usually about 5 possibilities in a cell, at worst one only had to try about 100-150 random
sequences to solve the puzzle. Since each sequence took a few microseconds, the game was solved
quickly.
see more
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'8.4........36......7..9.2...5...7.......457.....1...3...1....68..85...1..9....4..'
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